[arg_discuss] Looking for Resources on Engaging Casual Players in ARGs

Brooke Thompson brooke at giantmice.com
Fri Jun 7 07:53:02 EDT 2013


Subtle tutorials are quite easy to incorporate into ARG design.

Someone brought up that players didn't realize that they could or should call a phone number. If the phone interaction is an important part of the ARG play, then you need to train your players to react to it. Perhaps make the phone a big part of the entry. Make it a blatant "CALL ME!" call to action. (see: the cover of Cathy's Book). Now, if it's completely supplementary, it might be better to not do that. Consider it a DVD extra. Let the players discover it and spread it on their own "psst have you called the number that you scratched on the bathroom wall in that one shot? crazy!" People love spreading secrets like this. People like both the thrill of discovery and bragging about having done something before someone else (see: every hipster who liked something before you)

If you're trying to encourage people to poke and explore, than make the initial entry points extremely poke-able. Don't fill it up with red herrings and things that just do not work - you'll discourage them. Make the actions you want them to do rewarding. Train them to keep doing those things. Pavlov's dogs.

If you're making a very linear and well defined path, then don't plant seeds off that path. You'll only encourage people to wander. Make the next steps obvious.

Provide clear calls to action - let the ARG tell the casual players exactly what you want/need. Use a character that is a player representative: "I need to know this!" And use clear calls to action: big bold phone numbers & email addresses with "Call us!" and "Email us". Use action words: "Send us your pictures!" "Submit your evidence!" "Join the forum!" "Go there!" "Do that!"

Tell your players what to do, teach them to do it, and then reward them when they do.





On Jun 6, 2013, at 11:32 AM, Ian Pottmeyer wrote:


> If you want to see more of this tutorial style of gameplay, Valve games are

> an absolute treasure trove. Check out Portal 1, I'm pretty sure the in-game

> developer commentary talks about how they designed the levels to teach.

>

> Put short, they'll have one level where they teach you a concept very

> explicitly: "DO THIS" Then they'll immediately follow that with a level

> where you have to use the skill you were just taught in order to progress.

> They don't tell you that's the case, they let you figure it out yourself.

> Since the new technique is still fresh in your mind, you're more likely to

> be still thinking about it, and using it in the next area feels natural,

> and that solidifies it in your gameplay repertoire.

>

> - Ian

>

>

> On Thu, Jun 6, 2013 at 10:55 AM, Lorraine Hopping Egan <games at hoppingfun.com

>> wrote:

>

>>

>> Wendy, that makes brilliant sense, thank you for taking the time to share

>> your insights. Engagement and participation (mental or physical) are broad

>> challenges in every art form, and those comparisons are especially

>> interesting. The bar is certainly higher with an ARG. —Lorri

>>

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>>

>>

>> Lorraine Hopping Egan

>> professional writer and game designer

>> http://www.hoppingfun.com

>> Skype and Twitter: HoppingFun

>> 734-662-5201 (cell)

>>

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